STAR CONTROL
INTRODUCTION
Alliance vs Hierarchy.
Space War Strategic & Tactical.
MAIN LINK
See Pictures of all of the Ships plus technical readouts: Star Control
DISCLAIMER
Star Control is a licensed property.
This is merely a fan site.
VICTORY
Destroy all enemy Starbases.
GALACTIC STARMAP
Use a Hex Map.
There are 3 Hex Types.
When setting up roll for each hex:
1D6 Type: Notes:
1-3 Void Empty Space
4-5 Star World type unknown until explored
6 Hazard No Ships may enter this hex
TACTICAL SOLARMAP
Use a Hex Map.
This map is used for fighting battles.
If at a World Hex, put a Planet Marker in the Center Hex of the Map.
If at a Starbase, put a Starbase Marker in the Center Hex of the Map.
DICE
Six & 10 sided dice are needed.
COUNTERS
Use counters to represent:
Unexplored Stars
Hazards
Worlds
Relics
Installations
Ships & Special Ships
Starbases
Damage (to Ships)
STARBUCKS
The basic Currency of both sides.
Use Tokens to represent Starbucks.
FLEETS
Each Player has 7 Types of Ships in his Fleets.
A Fleet is a stack of Ships in Play on the Galactic Map
A Fleet can have a Maximum of 7 Ships.
A Hex may contain any number of Fleets.
FLEET PILE
This is a pile of all of a players ship counters that are not in play.
A complete set of Ship counters has 10 Copies of each of the 7 types of ships.
SHIP STATS
Each ship has 6 Stats:
Crew, Range, Speed, Turn, Damage, Aim
CREW
This is a measure of how much damage a ship can sustain before being destroyed.
RANGE
The distance in hexes a Ships Weapons will reach.
SPEED
The distance in hexes a Ship can travel in 1 turn.
TURN
The maneuverability of the Ship.
This is subtracted from an opponents Aim when he is attacking.
AIM
Chance to hit on 1D10 when attacking.
HIERARCHY FLEET SHIP LIST
Race/Ship Crew Range Speed Turn Dam Aim
Ur-Quan Dreadnaught 10 8 2 1 4 6
Mycon Podship 4 2 2 2 3 8
Spathi Discriminator 6 6 4 4 1 8
Androsynth Guardian 4 4 1 2 2 8
Vux Intruder 4 6 2 2 2 7
Ilwrath Avenger 4 2 3 4 3 8
Umgah Drone 2 2 2 2 2 7
SPECIAL HIERARCHY SHIPS
Race/Ship Crew Range Speed Turn Dam Aim
Ur-Quan Fighter Squad 1 2 4 4 1 8
Androsynth Comet 4 1 5 4 3 7
UR-QUAN DREADNAUGHT
Each Dreadnaught may launch 2 Fighter Squads during a Battle.
A Fighter Squad must return to a Dreadnaught once every 4 turns or be destroyed.
MYCON PODSHIP
Weapon: Tracking Plasmoid
Long Range Attack Option: Range +2 Dam –1 Aim –1
Extreme Range Attack Option: Range +4 Dam –2 Aim –2
The Podship removes all damage after each battle.
SPATHI DISCRIMINATOR
Weapon: BUTT: Backwards Utilizing Tracking Torpedo
ANDROSYNTH GUARDIAN
Weapon: Molecular Acid-based Blob
This ship may reconfigure into the Comet form in
End Segment if it did not attack this turn.
ANDROSYNTH COMET
Attack Mode: Direct Impact
This ship may reconfigure into the Guardian form in End Segment.
After 2 consecutive turns as a Comet the ship automatically goes back to Guardian Mode.
VUX INTRUDER
Weapon: Monstrous Optical Laser
Secondary Weapon: Limpet: Range = 6, Aim = 8
If the Limpet hits the target takes no damage,
But is Speed, Turn, & Accuracy –1 for rest of battle
ILWRATH AVENGER
Weapon: Cloaking & HellFire Blast.
Enemy ships must target another ship if one is in range.
UMGAH DRONE
Weapon: Antimatter Cone
Cone Defense: If hit with a Missile roll 1D6. On a roll of 4+ the Missile is destroyed.
Retro-Propulsion: Move +3, Aim +1, Speed +2 for one full turn
Retro-Propulsion can be used up to once every three turns
The turn after Retro-Propulsion the ship is Move –1, Dam –1, Speed –1
ALLIANCE FLEET SHIP LIST
Race/Ship Crew Range Speed Turn Dam Aim
Chenjesu Broodhome 8 8 3 1 4 6
Yehat Terminator 6 6 3 3 2 7
Mmrnmhm X-Form 4 4 1 2 2 8
Ariloulaleelay Skiff 2 1 2 4 2 8
Syreen Penetrator 4 6 3 3 1 6
Earthling Cruiser 6 8 1 1 4 7
Shofixti Scout 2 6 4 4 1 7
SPECIAL ALLIANCE SHIPS
Race/Ship Crew Range Speed Turn Dam Aim
Mmrnmhm Fighter 4 8 4 4 1 6
CHENJESU BROODHOME
Weapon: Large Crystal Missile
Missile Fragmentation Option: Damage –3 Aim +2 Range +1
Secondary Weapon: DOGI’s: Range = 6, Aim = 8
If a DOGI hits, the target takes no damage,
But is Speed, Turn, & Damage –1 for rest of battle
YEHAT TERMINATOR
Weapon: pulse cannon fires twin energy Missiles.
This Ship can make 2 attacks on its turn.
Force Field Activation: Turn +2 & only get 1 attack next turn.
MMRNMHRM X-FORM
Weapon: Twin Lasers
This Ship can make 2 attacks on its turn.
This ship may reconfigure into the Fighter form in End Segment.
MMRNMHRM FIGHTER FORM
Weapon: Long Range Missile Launcher.
This ship may reconfigure into the X-Form in End Segment.
ARILOULALEELAY SKIFF
Weapon: Auto-Aiming Lasers.
Teleport Defense: If hit roll 1D6. On a roll of 4+ the skiff evades by teleporting in a
Random direction (use 1D6 to determine direction from original hex) 1D6 spaces away.
SYREEN PENETRATOR
Weapon: Puny Missile
Syreen Song Attack: Range = 2, Aim = 8, Dam = 2
If the Song Hits, the Syreen remove 2 Damage from themselves.
EARTHLING CRUISER
Weapon: Long Range Homing Tactical Nuclear Weapons
Secondary Weapon: Point Defense Laser: Range = 2, Aim = 8, Damage = 1
SHOFIXTI SCOUT
Weapon: Energy Dart
Glory Attack: Range = 1, Aim = 9, Damage = 4
The Scout self Destructs in a Glory Attack.
SETUP
Players pick which side they control (Hierarchy or Alliance)
Set up the Galactic Map.
Each Player places 1 Starbase marker onto an empty space
(on opposite sides of the Galactic map).
Each player starts with 4 random ships & 10 Starbucks.
TURN SEQUENCE
Players take turns.
Each turn has 8 Phases:
1. Movement Phase
2. Research Phase
3. Battle Phase
4. Starbucks Phase
5. Construction Phase
6. Build Phase
7. Besiege Phase
8. End Phase
MOVEMENT PHASE
At the beginning of this phase, you may rearrange the
compositions of your fleets within each hex.
A Fleet may Move 1 Hex.
A Fleet that contains all ships with a speed of 3+ may move up to 2 Spaces.
A Fleet cannot move into a space containing an enemy Fortress and cannot move from
a space adjacent to an enemy fortress into another space also adjacent to an
enemy fortress.
EXPLORATION
When a Star is explored for the first time roll to determine the World Type:
1D6 Type: Installation Type:
1-2 Mineral World Mine
3-4 Life World Colony
5-6 Dead World Fortification
FINDING RELICS
When a Star is explored for the first time roll to determine if there
Are any Precursor Relics present:
1D6 Relics:
1-3 None
4-5 Precursor Technology
6 Power Crystals (Gain 1D6 Starbucks)
If you found a Technology get an extra advance in Research Phase.
RESEARCH PHASE
Get 1 Advance: One of your races (determined randomly) gains 1 level in 1 random Stat.
This bonus affects all ships of that race for the rest of the game.
RANDOM RACE TABLE
1D10 Hierarchy: Alliance:
1 Ur-Quan Chenjesu
2 Mycon Yehat
3 Spathi Mmrnmhm
4 Androsynth Ariloulaleelay
5 Vux Syreen
6 Ilwrath Earthling
7 Umgah Shofixti
8+ Reroll Reroll
RANDOM (SHIP) STAT TABLE
1D6 Type Notes:
1 Power Sources Range +1
2 Defenses Crew +1
3 Weapons Damage +1
4 Engines Speed +1
5 Control Systems Turn +1
6 Targeting Aim +1
BATTLE PHASE
A Fleet may attack an enemy Fleet in an adjacent Hex.
Use the Tactical Hex Map.
The Type of Hex will be that of the Defending Fleet.
Planets may not be moved into or through.
Set up opposing Ships at opposite ends of the Map.
Ships may not stack.
The Battle proceeds in Battle Turns. Players take Turns.
During a player’s turn each of his ships may move once & attack once.
To hit roll 1D10 (The Attack Roll). If this equal to or lower than
The Attackers Aim Stat minus the Defenders Turn Stat, the Attack Hits.
(A natural Roll of 1 always hits & a roll of 0 always misses)
The Target takes damage equal to the Damage Stat of the Attacker.
Use counters to indicate damage.
A Ship with more damage than crew is destroyed.
Resolve Battles between fleets one at a time.
An individual Battle can only include 1 Fleet from each player.
(An individual Fleet may take part in several Battles in this phase)
At the End of Battle Phase all of your damaged ships are repaired.
STARBUCKS PHASE
Gain 2 Starbucks for every Mine you control.
Gain 1 Starbuck for every Colony & Starbase you control.
CONSTRUCTION PHASE
You may pay 6 Starbucks to build a Starbase in a Void space occupied by one of your ships.
A Starbase may not be built adjacent to another Starbase.
You cannot build a Starbase if you currently have more Starbases than Colonies or Mines
You may pay 4 Starbucks to build a Colony on a Life World occupied by one of your ships.
You may pay 4 Starbucks to build a Mine on a Mineral World occupied by one of your ships.
You may pay 2 SB to build a Fortification on a Dead World occupied by one of your ships.
A world may hold only 1 Installation.
BUILD PHASE
You may pay 2 Starbucks to purchase a Ship.
Draw a Random Ship Counter from your Fleet Pile.
Ships must be built at a Starbase.
A Starbase can build a max of 1 Ship per turn.
BESIEGE PHASE
A Fleet may attack a Fortress in an adjacent Hex.
Roll 1D10 for each attacking ship (Bombardment Roll).
Any roll of 10+ destroys the Fortress
The Ur-Quan Dreadnaught gets +2 to this roll.
If you occupy a Hex containing an enemy Starbase, Mine or Fleet, you gain control of it.
END PHASE
You may scuttle any Ships you don’t want (Get 1 Starbuck per ship scuttled).
LINKS
Wiki
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